Still going deeper, the 8 additional CU's surrounding the GPU, each having the strength of the jaguar chipset in the PS4. PS5's GPU although clocked lower and therefore is equated to being weaker has 12 channels, 4 of which are dedicated specifically too the PCI. Mind you the PS5's 4.0 PCI bus has 4 channels dedicated specifically too it. These things tell a more accurate story as too just how well the PS5 will hold its own. Here's another major component that stands out, PS5's 4.0 PCI bus which is a whole generation faster. That's also faster, developers lately have started to zone in on Cerny's solution for PS5. Leaving the SSD talk behind look at PS5's I/O setup, hmmm. PS5's SSD is twice the speed for 1 no matter how someone tries to negate the fact, by saying there will be workarounds! The fact that more steps will be required to accomplish this opens up the discussion of optimazation. On the back-end of things PS5 has clear advantages that some simply want to ignore! Think about it from this perspective. Your understanding is sufficient, believe me. It's not just about loading times, but Microsoft and robocop here wants you to believe it is.
LOW SPEC EXPERIENCE ARMA 3 PC
At least the PS5 at it's time of release will be a mid to high tier PC with something PC gamers don't have which can make a huge difference.
LOW SPEC EXPERIENCE ARMA 3 SERIES
All Xbox Series X will be is just another very limited mid to high tier PC. Now I imagine Sony is focusing on 4k textures with open world games which is going to be a nice spectacle.Īnd at least Sony is doing something unique. In my personal experience, Arma 3 had major stutter problems till I moved it to my SSD from my HDD. Have you noticed a lot of PlayStation exclusives have become more open world? Sony is equipping the PS5 to handle that to incredible heights, Sony is playing their cards right, adding onto their strengths and reducing weaknesses. Anyone remember Xbox One's PUBG frame rate problem and soupy textures? It helps it prevent that. Think of it as an add-on to the GPU's memory bandwidth speed, helping it keep up with all the constant loading. Kryptix1 503d ago (Edited 503d ago a PC gamer with an MVMe and 2.5 inch SSD cards, "this SSD" is not only about reducing loading times, but it will lessen stutters on open world games with 4k textures. It's about revolutionizing how games can create vastly bigger, more compelling worlds." It's one of the most innovative parts of our new console. "The Xbox Velocity Architecture is about so much more than fast load times. "The CPU is the brain of our new console, and the GPU is the heart, but the Xbox Velocity Architecture is the soul," stated Andrew Goossen, Technical Fellow on Xbox Series X at Microsoft via Xbox Wire. It is funny how this guy is now reducing SSD down to just being about "loading screens" when Microsoft has said it is much more than that. But he is just talking about loading screens and elevators vs no-elevators. What he is really saying is that DEVELOPERS will find ways to work around the differences in hardware. "And so the ability of a game developer to look and say “okay I’m building this game and I want to have seamless transition with no loading screens on PlayStation, but I’m also gonna want to sell on an Xbox, what am I going to do to manage that kind of thing?” Like that will be the trick and the techniques, and so maybe, I’m just making this up, nut maybe there are elevators in the Xbox version and not the Sony version." "Microsoft Executive Says Xbox Series X Will Learn to Address PS5 SSD Loading Screen Advantages" I also think that for the most part, xsx will be capable enough to allow for more seamless loading using less obvious ways of occlusion like we aee now, but likely wont allow for instantaneous changes to the scene. It wont be the way the guy here suggests, because MS console, and even PC, are going to hold back the stuff talked about here.Įxclusive games can not worry about it, assuming that they have no plans to release on other consoles or pc later. There wont be, or will be very few, games that will actually change the level design on such a fundamental base level to accommodate the advantages of the ps4. I do agree with the guy here about how multiplat games will likely still have this stuff.but I think that with multiplat games, were going to see these same things in the ps5 version. That kind of thing is going to be considered at the design level. Hes basically talking about how games mask loading times behind things like elevators, narrow passages, or cut scenes.īut, what Sony is suggesting they can offer is a completely seamless world which doesnt need those things to make it a big world. I think part of what he is talking about is more down to level design, rather than just loading in an entire scene.